From 22cae934e1b36c4e06e7dfa9ffca3675d87de1c4 Mon Sep 17 00:00:00 2001 From: Hourier Date: Sun, 26 Jan 2020 01:38:34 +0900 Subject: [PATCH] =?utf8?q?[Refactor]=20#37353=20ALLOW=5FCAVERNS=5FAND=5FLA?= =?utf8?q?KES=20=E3=81=A8ALLOW=5FEASY=5FSENSE=20=E3=81=AE=E3=83=97?= =?utf8?q?=E3=83=AA=E3=83=97=E3=83=AD=E3=82=92=E5=89=8A=E9=99=A4=20/=20Rem?= =?utf8?q?oved=20preprocessors=20ALLOW=5FCAVERNS=5FAND=5FLAKES=20and=20ALL?= =?utf8?q?OW=5FEASY=5FSENSE?= MIME-Version: 1.0 Content-Type: text/plain; charset=utf8 Content-Transfer-Encoding: 8bit --- src/floor-generate.c | 2 -- src/player-inventory.c | 48 ------------------------------------------------ src/player-move.c | 12 ------------ src/rooms-vault.c | 12 ------------ src/rooms.c | 3 --- src/rooms.h | 3 --- 6 files changed, 80 deletions(-) diff --git a/src/floor-generate.c b/src/floor-generate.c index 55e5afe35..907aa89e2 100644 --- a/src/floor-generate.c +++ b/src/floor-generate.c @@ -494,7 +494,6 @@ bool place_quest_monsters(player_type *creature_ptr) static void gen_caverns_and_lakes(dungeon_type *dungeon_ptr, player_type *owner_ptr) { floor_type *floor_ptr = owner_ptr->current_floor_ptr; -#ifdef ALLOW_CAVERNS_AND_LAKES /* Possible "destroyed" level */ if ((floor_ptr->dun_level > 30) && one_in_(DUN_DEST*2) && (small_levels) && (dungeon_ptr->flags1 & DF1_DESTROY)) { @@ -568,7 +567,6 @@ static void gen_caverns_and_lakes(dungeon_type *dungeon_ptr, player_type *owner_ msg_print_wizard(CHEAT_DUNGEON, _("洞窟を生成。", "Cavern on level.")); build_cavern(owner_ptr); } -#endif /* ALLOW_CAVERNS_AND_LAKES */ /* Hack -- No destroyed "quest" levels */ if (quest_number(owner_ptr, floor_ptr->dun_level)) dun->destroyed = FALSE; diff --git a/src/player-inventory.c b/src/player-inventory.c index 9ccace628..a3f88969c 100644 --- a/src/player-inventory.c +++ b/src/player-inventory.c @@ -2938,18 +2938,6 @@ void py_pickup_floor(player_type *owner_ptr, bool pickup) { /* Access the object */ o_ptr = &owner_ptr->current_floor_ptr->o_list[floor_o_idx]; - -#ifdef ALLOW_EASY_SENSE - - /* Option: Make object sensing easy */ - if (easy_sense) - { - /* Sense the object */ - (void)sense_object(o_ptr); - } - -#endif /* ALLOW_EASY_SENSE */ - object_desc(owner_ptr, o_name, o_ptr, 0); msg_format(_("%sがある。", "You see %s."), o_name); @@ -2972,18 +2960,6 @@ void py_pickup_floor(player_type *owner_ptr, bool pickup) { /* Access the object */ o_ptr = &owner_ptr->current_floor_ptr->o_list[floor_o_idx]; - -#ifdef ALLOW_EASY_SENSE - - /* Option: Make object sensing easy */ - if (easy_sense) - { - /* Sense the object */ - (void)sense_object(o_ptr); - } - -#endif /* ALLOW_EASY_SENSE */ - object_desc(owner_ptr, o_name, o_ptr, 0); msg_format(_("ザックには%sを入れる隙間がない。", "You have no room for %s."), o_name); @@ -3016,18 +2992,6 @@ void py_pickup_floor(player_type *owner_ptr, bool pickup) /* Access the object */ o_ptr = &owner_ptr->current_floor_ptr->o_list[floor_o_idx]; - -#ifdef ALLOW_EASY_SENSE - - /* Option: Make object sensing easy */ - if (easy_sense) - { - /* Sense the object */ - (void)sense_object(o_ptr); - } - -#endif /* ALLOW_EASY_SENSE */ - object_desc(owner_ptr, o_name, o_ptr, 0); (void)sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name); @@ -3042,20 +3006,8 @@ void py_pickup_floor(player_type *owner_ptr, bool pickup) /* Access the object */ o_ptr = &owner_ptr->current_floor_ptr->o_list[floor_o_idx]; -#ifdef ALLOW_EASY_SENSE - - /* Option: Make object sensing easy */ - if (easy_sense) - { - /* Sense the object */ - (void)sense_object(o_ptr); - } - -#endif /* ALLOW_EASY_SENSE */ - /* Pick up the object */ py_pickup_aux(owner_ptr, floor_o_idx); - } diff --git a/src/player-move.c b/src/player-move.c index fd88ec616..4243309d0 100644 --- a/src/player-move.c +++ b/src/player-move.c @@ -378,18 +378,6 @@ void carry(player_type *creature_ptr, bool pickup) { object_type *o_ptr; o_ptr = &creature_ptr->current_floor_ptr->o_list[this_o_idx]; - -#ifdef ALLOW_EASY_SENSE /* TNB */ - - /* Option: Make item sensing easy */ - if (easy_sense) - { - /* Sense the object */ - (void)sense_object(o_ptr); - } - -#endif /* ALLOW_EASY_SENSE -- TNB */ - GAME_TEXT o_name[MAX_NLEN]; object_desc(creature_ptr, o_name, o_ptr, 0); next_o_idx = o_ptr->next_o_idx; diff --git a/src/rooms-vault.c b/src/rooms-vault.c index 379dc653a..d14a2db60 100644 --- a/src/rooms-vault.c +++ b/src/rooms-vault.c @@ -926,7 +926,6 @@ static void build_target_vault(player_type *player_ptr, POSITION x0, POSITION y0 } -#ifdef ALLOW_CAVERNS_AND_LAKES /* * This routine uses a modified version of the lake code to make a * distribution of some terrain type over the vault. This type @@ -1018,7 +1017,6 @@ static void build_elemental_vault(player_type *player_ptr, POSITION x0, POSITION fill_treasure(player_ptr, x0 - xhsize + 1, x0 - xhsize + xsize - 1, y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5)); } -#endif /* ALLOW_CAVERNS_AND_LAKES */ /* Build a "mini" checkerboard vault @@ -1207,19 +1205,11 @@ bool build_type10(player_type *player_ptr) if (!find_space(player_ptr, &y0, &x0, ysize + 1, xsize + 1)) return FALSE; /* Select type of vault */ -#ifdef ALLOW_CAVERNS_AND_LAKES do { vtype = randint1(15); } while ((d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) && ((vtype == 1) || (vtype == 3) || (vtype == 8) || (vtype == 9) || (vtype == 11))); -#else /* ALLOW_CAVERNS_AND_LAKES */ - do - { - vtype = randint1(7); - } while ((d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) && - ((vtype == 1) || (vtype == 3))); -#endif /* ALLOW_CAVERNS_AND_LAKES */ switch (vtype) { @@ -1231,9 +1221,7 @@ bool build_type10(player_type *player_ptr) case 5: case 13: build_mini_c_vault(player_ptr, x0, y0, xsize, ysize); break; case 6: case 14: build_castle_vault(player_ptr, x0, y0, xsize, ysize); break; case 7: case 15: build_target_vault(player_ptr, x0, y0, xsize, ysize); break; -#ifdef ALLOW_CAVERNS_AND_LAKES case 8: build_elemental_vault(player_ptr, x0, y0, xsize, ysize); break; -#endif /* ALLOW_CAVERNS_AND_LAKES */ /* I know how to add a few more... give me some time. */ default: return FALSE; } diff --git a/src/rooms.c b/src/rooms.c index a88ef89fd..1bf83e095 100644 --- a/src/rooms.c +++ b/src/rooms.c @@ -1113,7 +1113,6 @@ bool generate_fracave(player_type *player_ptr, POSITION y0, POSITION x0, POSITIO } -#ifdef ALLOW_CAVERNS_AND_LAKES /* * Builds a cave system in the center of the dungeon. */ @@ -1353,8 +1352,6 @@ void build_lake(player_type *player_ptr, int type) done = generate_lake(player_ptr, y0 + 1, x0 + 1, xsize, ysize, c1, c2, c3, type); } } -#endif /* ALLOW_CAVERNS_AND_LAKES */ - /* diff --git a/src/rooms.h b/src/rooms.h index 38381dd82..4e96ec5d2 100644 --- a/src/rooms.h +++ b/src/rooms.h @@ -63,11 +63,8 @@ struct room_info_type byte min_level; }; -/* Externs */ -#ifdef ALLOW_CAVERNS_AND_LAKES extern void build_lake(player_type *player_ptr, int type); extern void build_cavern(player_type *player_ptr); -#endif /* ALLOW_CAVERNS_AND_LAKES */ /* Maximum locked/jammed doors */ #define MAX_LJ_DOORS 8 -- 2.11.0